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Custom Post Processing Shader to Enable Transparency on Render Textures #298

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May 11, 2023
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260 changes: 260 additions & 0 deletions Assets/Art/Shaders/UberPP.shader
Original file line number Diff line number Diff line change
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Shader "Artificial Artists/Universal Render Pipeline/AA_UberPost"
{
HLSLINCLUDE
#pragma exclude_renderers gles
#pragma multi_compile_local_fragment _ _DISTORTION
#pragma multi_compile_local_fragment _ _CHROMATIC_ABERRATION
#pragma multi_compile_local_fragment _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT
#pragma multi_compile_local_fragment _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL
#pragma multi_compile_local_fragment _ _FILM_GRAIN
#pragma multi_compile_local_fragment _ _DITHERING
#pragma multi_compile_local_fragment _ _GAMMA_20 _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_fragment _ DEBUG_DISPLAY

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"

// Hardcoded dependencies to reduce the number of variants
#if _BLOOM_LQ || _BLOOM_HQ || _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
#define BLOOM
#if _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
#define BLOOM_DIRT
#endif
#endif

TEXTURE2D_X(_SourceTex);
TEXTURE2D_X(_Bloom_Texture);
TEXTURE2D(_LensDirt_Texture);
TEXTURE2D(_Grain_Texture);
TEXTURE2D(_InternalLut);
TEXTURE2D(_UserLut);
TEXTURE2D(_BlueNoise_Texture);

float4 _Lut_Params;
float4 _UserLut_Params;
float4 _Bloom_Params;
float _Bloom_RGBM;
float4 _LensDirt_Params;
float _LensDirt_Intensity;
float4 _Distortion_Params1;
float4 _Distortion_Params2;
float _Chroma_Params;
half4 _Vignette_Params1;
float4 _Vignette_Params2;
float2 _Grain_Params;
float4 _Grain_TilingParams;
float4 _Bloom_Texture_TexelSize;
float4 _Dithering_Params;

#define DistCenter _Distortion_Params1.xy
#define DistAxis _Distortion_Params1.zw
#define DistTheta _Distortion_Params2.x
#define DistSigma _Distortion_Params2.y
#define DistScale _Distortion_Params2.z
#define DistIntensity _Distortion_Params2.w

#define ChromaAmount _Chroma_Params.x

#define BloomIntensity _Bloom_Params.x
#define BloomTint _Bloom_Params.yzw
#define BloomRGBM _Bloom_RGBM.x
#define LensDirtScale _LensDirt_Params.xy
#define LensDirtOffset _LensDirt_Params.zw
#define LensDirtIntensity _LensDirt_Intensity.x

#define VignetteColor _Vignette_Params1.xyz
#define VignetteCenter _Vignette_Params2.xy
#define VignetteIntensity _Vignette_Params2.z
#define VignetteSmoothness _Vignette_Params2.w
#define VignetteRoundness _Vignette_Params1.w

#define LutParams _Lut_Params.xyz
#define PostExposure _Lut_Params.w
#define UserLutParams _UserLut_Params.xyz
#define UserLutContribution _UserLut_Params.w

#define GrainIntensity _Grain_Params.x
#define GrainResponse _Grain_Params.y
#define GrainScale _Grain_TilingParams.xy
#define GrainOffset _Grain_TilingParams.zw

#define DitheringScale _Dithering_Params.xy
#define DitheringOffset _Dithering_Params.zw

float2 DistortUV(float2 uv)
{
// Note: this variant should never be set with XR
#if _DISTORTION
{
uv = (uv - 0.5) * DistScale + 0.5;
float2 ruv = DistAxis * (uv - 0.5 - DistCenter);
float ru = length(float2(ruv));

UNITY_BRANCH
if (DistIntensity > 0.0)
{
float wu = ru * DistTheta;
ru = tan(wu) * (rcp(ru * DistSigma));
uv = uv + ruv * (ru - 1.0);
}
else
{
ru = rcp(ru) * DistTheta * atan(ru * DistSigma);
uv = uv + ruv * (ru - 1.0);
}
}
#endif

return uv;
}

half4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
float2 uvDistorted = DistortUV(uv);

half3 color = (0.0).xxx;

#if _CHROMATIC_ABERRATION
{
// Very fast version of chromatic aberration from HDRP using 3 samples and hardcoded
// spectral lut. Performs significantly better on lower end GPUs.
float2 coords = 2.0 * uv - 1.0;
float2 end = uv - coords * dot(coords, coords) * ChromaAmount;
float2 delta = (end - uv) / 3.0;

half r = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uvDistorted ).x;
half g = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, DistortUV(delta + uv) ).y;
half b = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, DistortUV(delta * 2.0 + uv)).z;

color = half3(r, g, b);
}
#else
{
color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uvDistorted).xyz;
}
#endif

// Gamma space... Just do the rest of Uber in linear and convert back to sRGB at the end
#if UNITY_COLORSPACE_GAMMA
{
color = GetSRGBToLinear(color);
}
#endif

#if defined(BLOOM)
{
#if _BLOOM_HQ && !defined(SHADER_API_GLES)
half4 bloom = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_Bloom_Texture, sampler_LinearClamp), uvDistorted, _Bloom_Texture_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex);
#else
half4 bloom = SAMPLE_TEXTURE2D_X(_Bloom_Texture, sampler_LinearClamp, uvDistorted);
#endif

#if UNITY_COLORSPACE_GAMMA
bloom.xyz *= bloom.xyz; // γ to linear
#endif

UNITY_BRANCH
if (BloomRGBM > 0)
{
bloom.xyz = DecodeRGBM(bloom);
}

bloom.xyz *= BloomIntensity;
color += bloom.xyz * BloomTint;

#if defined(BLOOM_DIRT)
{
// UVs for the dirt texture should be DistortUV(uv * DirtScale + DirtOffset) but
// considering we use a cover-style scale on the dirt texture the difference
// isn't massive so we chose to save a few ALUs here instead in case lens
// distortion is active.
half3 dirt = SAMPLE_TEXTURE2D(_LensDirt_Texture, sampler_LinearClamp, uvDistorted * LensDirtScale + LensDirtOffset).xyz;
dirt *= LensDirtIntensity;
color += dirt * bloom.xyz;
}
#endif
}
#endif

// To save on variants we'll use an uniform branch for vignette. Lower end platforms
// don't like these but if we're running Uber it means we're running more expensive
// effects anyway. Lower-end devices would limit themselves to on-tile compatible effect
// and thus this shouldn't too much of a problem (famous last words).
UNITY_BRANCH
if (VignetteIntensity > 0)
{
color = ApplyVignette(color, uvDistorted, VignetteCenter, VignetteIntensity, VignetteRoundness, VignetteSmoothness, VignetteColor);
}

// Color grading is always enabled when post-processing/uber is active
{
color = ApplyColorGrading(color, PostExposure, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), LutParams, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), UserLutParams, UserLutContribution);
}

#if _FILM_GRAIN
{
color = ApplyGrain(color, uv, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset);
}
#endif

// When Unity is configured to use gamma color encoding, we ignore the request to convert to gamma 2.0 and instead fall back to sRGB encoding
#if _GAMMA_20 && !UNITY_COLORSPACE_GAMMA
{
color = LinearToGamma20(color);
}
// Back to sRGB
#elif UNITY_COLORSPACE_GAMMA || _LINEAR_TO_SRGB_CONVERSION
{
color = GetLinearToSRGB(color);
}
#endif

#if _DITHERING
{
color = ApplyDithering(color, uv, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset);
// Assume color > 0 and prevent 0 - ditherNoise.
// Negative colors can cause problems if fed back to the postprocess via render to FP16 texture.
color = max(color, 0);
}
#endif

#if defined(DEBUG_DISPLAY)
half4 debugColor = 0;

if(CanDebugOverrideOutputColor(half4(color, 1), uv, debugColor))
{
return debugColor;
}
#endif

half alpha = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uvDistorted).w;
return half4(color, alpha);
}

ENDHLSL

SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off

Pass
{
Name "UberPost"

HLSLPROGRAM
#pragma vertex FullscreenVert
#pragma fragment Frag
ENDHLSL
}
}
}
10 changes: 10 additions & 0 deletions Assets/Art/Shaders/UberPP.shader.meta

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